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Question about NikMod 9.0 and 9.0b
Posted: Tue Feb 13, 2007 10:14 am
by Sardaukar
Firstly...congrats for great job !! [:)]
And the question...what's the difference between 9.0 and 9.0b ? Downloaded all from Spooky's but couldn't quite found out how they differ.
RE: Question about NikMod 9.0 and 9.0b
Posted: Tue Feb 13, 2007 2:14 pm
by Nikademus
Spooky's site is more visited than i thought. Hadn't yet had a chance to make any kind of notification [;)] The regular and 'b' versions relate to the Japanese aircraft industry.
From the FAQ;
Version 9.0
Japanese aircraft industry tweak: Major change to Japanese aircraft industry to limit the alleged over capability of Japan player to build large #’s of advanced airframes (and 1st generation aircraft) R&D factories drastically reduced and small mini-factories that build the same airframe have been consolidated into singular larger factory locations. The purpose of these two changes are to both limit player capability to expand drastically the plane types and to make airframe changes more a choice between optimizing existing production and starting new lines. An AI/AI test run did not indicate any obvious problems (such as Japan running out of aircraft by mid 43) but ultimately only human PBEM runs will determine the value of the change or any negative consequences.
Version 9.0b
Since the changes made to the Japanese aircraft industry are experimental, the b version is offered with most of those changes removed. Some minor tweaks remain but RD for example and the distribution of the factories has been restored. (Recommended for AI play)
RE: Question about NikMod 9.0 and 9.0b
Posted: Tue Feb 13, 2007 3:58 pm
by Akos Gergely
Is there a way to somehow convert an ongoing PBEM to Nik Mod 9 from the previous ver. 8?
This damaged a/c thingie hits the Allied side so much even in the 1943 game....I'm struggling to get numerical superiority.
RE: Question about NikMod 9.0 and 9.0b
Posted: Tue Feb 13, 2007 4:03 pm
by Nikademus
'Fraid not. All scenarios, mods included, load their data at the start of a game.
As Allies, a 'fix' for the servicability issue is either to leave them on very low CAP (like 10-20%) or leave them on zero % for CAP. Make sure the ship/base has radar of course.
RE: Question about NikMod 9.0 and 9.0b
Posted: Tue Feb 13, 2007 5:07 pm
by Miller
So did you discover a reason for the excess damaged a/c in 8.0? Is it fixed for 9.0?
RE: Question about NikMod 9.0 and 9.0b
Posted: Tue Feb 13, 2007 5:16 pm
by Nikademus
ORIGINAL: Miller
So did you discover a reason for the excess damaged a/c in 8.0? Is it fixed for 9.0?
Not yet. We're still looking into it. Yes, it's fixed in 9.0 in the sense that the removal of the 7.0+ DUR change caused the problem to become unmanagable and widespread.
RE: Question about NikMod 9.0 and 9.0b
Posted: Wed Feb 14, 2007 5:59 am
by Sardaukar
I have suspicion that it's related to that (IIRC) game treats planes above certain DUR as "heavy bombers" and there is some repair "penalty" for them in code... But then, those who have access to code know better.
RE: Question about NikMod 9.0 and 9.0b
Posted: Wed Feb 14, 2007 2:12 pm
by Nikademus
We found no such beastie....and the plane's most impacted didn't have the highest DUR. DUR has no say in the repair routines either.
RE: Question about NikMod 9.0 and 9.0b
Posted: Wed Feb 14, 2007 2:15 pm
by Nikademus
Since i've gotten a couple querries in the past day or so regarding 9.0, i probably should post the relevent section of the FAQ for it;
Nikmod Version 9.0
Changes
1.) Fighter separate durability scale removed due to issue of increased DUR values exacerbating a pre-existing condition in the game that impacts serviceability ratios for certain fighter air group sizes and/or types when placed on CAP patrol status. Fighter DUR values have been restored to pre-7.0 values.
2.) Aircraft weapon values have been adjusted to compensate for the removal of item #1. For the most part this reproduces the 8.0 positive changes on a2a bloodiness, even improves on them in certain cases. This change has been tested but more is better. A beta of 9.0 solved uber-cap completely but alas…made the bombers perhaps a tad bit too resistant in smaller doses. This version is a compromise between fighter vs. fighter lethality and bomber vs. bomber lethality without twisting the DUR relationship between the two types. Light armed fighters may still need a tweak but I’d rather have some feedback before implementing it.
OOB erratum fixes
1) Ki-44IIb – armor value changed to 0
2) Ki-27/A5M4 Mvr increased to 47. These planes are considered ultra-nimble and the change should slightly increase their survivability and ability to inflict harm.
3) Ki-43Ib version replaced with Ki-43Ic version with two 12.7mm guns. Besides the historical precedent, the plane needs the increased firepower to be able to approach its historical lethality in the game-engine.
4) Centerline value devices introduced for Allied twin engine day fighters that carried them.
5) Allied fighter production tweaked upward slightly.
6.) Corrected RNZAF squadrons in 43/44 scenarios equipped with F4U’s having blank for plane type (Due to F4U slot having been moved to make it non-carrier capable)
7.) Reduced content of reinforcement B-17 BG’s to curb the early uber bomber. (41/42 scns)
8) Corrected PV-1 Ventura stats.
RE: Question about NikMod 9.0 and 9.0b
Posted: Thu Feb 15, 2007 9:16 am
by Sardaukar
ORIGINAL: Nikademus
We found no such beastie....and the plane's most impacted didn't have the highest DUR. DUR has no say in the repair routines either.
Yes, that's how it's supposed to be...but I still wonder...[;)]
RE: Question about NikMod 9.0 and 9.0b
Posted: Thu Feb 15, 2007 2:08 pm
by LTC B
Is 9.0 going to be compatible with the AB Map Mod?
RE: Question about NikMod 9.0 and 9.0b
Posted: Thu Feb 15, 2007 2:11 pm
by Nikademus
It will have to be converted to his map. I don't know if Andrew has the time right now.